BIS fnc holdActionAdd: Difference between revisions
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| [target, title, idleIcon, progressIcon, conditionShow, conditionProgress, codeStart, codeProgress, codeCompleted, codeInterrupted, arguments, duration, priority, ''removeCompleted, showUnconscious''] call [[BIS_fnc_holdActionAdd]] |Syntax= | | [target, title, idleIcon, progressIcon, conditionShow, conditionProgress, codeStart, codeProgress, codeCompleted, codeInterrupted, arguments, duration, priority, ''removeCompleted, showUnconscious, showWindow''] call [[BIS_fnc_holdActionAdd]] |Syntax= | ||
|p1= target: [[Object]] - Object the action is attached to |Parameter 1= | |p1= target: [[Object]] - Object the action is attached to |Parameter 1= | ||
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|p15= showUnconscious: [[Boolean]] - (Optional, default [[false]]) show in unconscious state |Parameter 15= | |p15= showUnconscious: [[Boolean]] - (Optional, default [[false]]) show in unconscious state |Parameter 15= | ||
|p16= showWindow: [[Boolean]] - (Optional, default [[true]]) show on screen; if false action needs to be selected from action menu to appear on screen |Parameter 16= | |||
|x1= <code><nowiki>[</nowiki>[[player]], "Kill", "", "", "[[true]]", "[[true]]", { [[hint]] "Started!" }, { [[systemChat]] [[str]] (_this select 3) }, { [[player]] [[setDamage]] 1 }, { [[hint]] "Afraid of death?" }, [], 10, [[nil]], [[true]], [[false]]] [[call]] [[BIS_fnc_holdActionAdd]];</code> |Example 1= | |x1= <code><nowiki>[</nowiki>[[player]], "Kill", "", "", "[[true]]", "[[true]]", { [[hint]] "Started!" }, { [[systemChat]] [[str]] (_this select 3) }, { [[player]] [[setDamage]] 1 }, { [[hint]] "Afraid of death?" }, [], 10, [[nil]], [[true]], [[false]]] [[call]] [[BIS_fnc_holdActionAdd]];</code> |Example 1= |
Revision as of 11:40, 5 August 2019
Description
- Description:
- Adds an action to an object which requires the user to hold a key to perform the action.
- Execution:
- call
- Groups:
- Uncategorised
Syntax
- Syntax:
- [target, title, idleIcon, progressIcon, conditionShow, conditionProgress, codeStart, codeProgress, codeCompleted, codeInterrupted, arguments, duration, priority, removeCompleted, showUnconscious, showWindow] call BIS_fnc_holdActionAdd
- Parameters:
- target: Object - Object the action is attached to
- title: String - Title of the action shown in the action menu.It can contain Structured Text tags, such as
<t color='#FFAA00'>text</t>
- idleIcon: String - Path of the idle icon shown on screen. See notes for a full list of vanilla icons.
- progressIcon: String - Path of the progress icon shown on screen
- conditionShow: String - Condition for the action to be shown.
Special arguments passed to the code: _target (action-attached object), _this (caller/executing unit) - conditionProgress: String - Condition for the action to progress; if false is returned action progress is paused.
Special arguments passed to the code: _target, _caller, _id, _arguments - codeStart: Code - Code executed when action starts. Passed arguments are:
params ["_target", "_caller", "_actionId", "_arguments"];
- codeProgress: Code - Code executed on every progress tick. Passed arguments are:
params ["_target", "_caller", "_actionId", "_arguments", "_progress", "_maxProgress"];
- _this select 0: Object - the object which the action is assigned to
- _this select 1: Object - the unit that activated the action
- _this select 2: Number - ID of the activated action (same as ID returned by addAction)
- _this select 3: Array - arguments given to the function
- _this select 4: Number - currentProgress; progress goes from 1 to 24
- _this select 5: Number - max progress (24)
- codeCompleted: Code - code executed on completion. Passed arguments are:
params ["_target", "_caller", "_actionId", "_arguments"]; // same as codeStart
- codeInterrupted: Code - code executed on interrupted. Passed arguments are:
params ["_target", "_caller", "_actionId", "_arguments"]; // same as codeCompleted
- arguments: Array - arguments passed to the scripts
- duration: Number - action duration, a.k.a how much time it takes to complete the action
- priority: Number - priority value; actions are arranged in descending order according to this value
- removeCompleted: Boolean - (Optional, default true) remove on completion
- showUnconscious: Boolean - (Optional, default false) show in unconscious state
- showWindow: Boolean - (Optional, default true) show on screen; if false action needs to be selected from action menu to appear on screen
- Return Value:
- Number - Action ID
Examples
- Example 1:
[player, "Kill", "", "", "true", "true", { hint "Started!" }, { systemChat str (_this select 3) }, { player setDamage 1 }, { hint "Afraid of death?" }, [], 10, nil, true, false] call BIS_fnc_holdActionAdd;
- Example 2:
[ _myLaptop, // Object the action is attached to "Hack Laptop", // Title of the action "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", // Idle icon shown on screen "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", // Progress icon shown on screen "_this distance _target < 3", // Condition for the action to be shown "_caller distance _target < 3", // Condition for the action to progress {}, // Code executed when action starts {}, // Code executed on every progress tick { _this call MY_fnc_hackingCompleted }, // Code executed on completion {}, // Code executed on interrupted [], // Arguments passed to the scripts as _this select 3 12, // Action duration [s] 0, // Priority true, // Remove on completion false // Show in unconscious state ] remoteExec ["BIS_fnc_holdActionAdd", 0, _myLaptop]; // MP compatible implementation
Additional Information
- See also:
- BIS_fnc_holdActionRemoveBIS_fnc_holdKey
Notes
-
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Notes
Bottom Section
- Posted on November 4, 2017 - 13:40 (UTC)
- Lou Montana
-
A list of all official icons so far (v1.76):
- "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa"
- "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_forceRespawn_ca.paa"
- "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_hack_ca.paa"
- "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_revive_ca.paa"
- "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_reviveMedic_ca.paa"
- "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_search_ca.paa"
- "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_takeOff1_ca.paa"
- "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_takeOff2_ca.paa"
- "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_unbind_ca.paa"
- Posted on August 4, 2019 - 10:46 (UTC)
- R3vo
- Keep in mind that Example 2 adds the action to every client and JIP, but also adds it when it was already removed. E.g., Laptop has already been hacked by a player.